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6R6
Registered: Feb 2002 Posts: 245 |
SDI 2.0 Beta
Hi.
A working preview here:
http://home.eunet.no/~ggallefo/sdi/
Report your bugs and thoughts here:
GRG |
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6R6
Registered: Feb 2002 Posts: 245 |
Hehe, Thanks :) I have a early light version of sdi from 1994.. have a look :
http://home.eunet.no/~ggallefo/pix/oldgt.png
Btw, How do i display pics in my posts ?
Murdock: I dont have a double sid myself. But if I had one
I would do it just for the fun :)
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Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Quote: Hehe, Thanks :) I have a early light version of sdi from 1994.. have a look :
http://home.eunet.no/~ggallefo/pix/oldgt.png
Btw, How do i display pics in my posts ?
Murdock: I dont have a double sid myself. But if I had one
I would do it just for the fun :)
Nice picture :-O
Sure, it is probably the best c64 tracker. (at the moment) :-)
At the moment i plan a GT1 (maybe a mix between GT1+2) port for c64...
let us see how far I come...
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Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Quote: Hehe, Thanks :) I have a early light version of sdi from 1994.. have a look :
http://home.eunet.no/~ggallefo/pix/oldgt.png
Btw, How do i display pics in my posts ?
Murdock: I dont have a double sid myself. But if I had one
I would do it just for the fun :)
Nice picture :-O
Where can I dowload it?
Sure, it is probably the best c64 tracker. (at the moment) :-)
At the moment i plan a GT1 (maybe a mix between GT1+2) port for c64...
let us see how far I come...
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AMB
Registered: Nov 2005 Posts: 15 |
I have been testing SDI 2.0 beta for some time now...
Seems to be OK. Needs a packer and an old song importer/converter...
Take care Glenn!!!
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Hate Bush
Registered: Jul 2002 Posts: 465 |
Quote: rambones, some compliments would do imho :)
afaik SDI is one of the best editors around these days, sadly lazy ppl use goattracker.
Not again. Pretty please. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
@Nata: My intuition tells me that your conversion of GT is not going to be reality. No offence intended.. :)
Salute to those editors/players that DO take physical form and become reality. Like SDI! Horray! (But a packer is still missing, right?)
Will be interesting to have a look at the player code for SDI2.0 later on (that includes HCLs changes and optimizations) as I found the player code/concept/structure for SDI1.8 a bit weird, to be honest. Somehow I find it to be "advanced" through adding features in a cumulative way, rather than just doing the basic stuff (writing to sid) but allow for complexity through flexibility, so to speak. Just a thought. Still I'd like to say a big Horray for it! Certainly one of the best! (Or the best, perhaps, depending on your purposes). |
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Laxity
Registered: Aug 2005 Posts: 459 |
Quote: @Nata: My intuition tells me that your conversion of GT is not going to be reality. No offence intended.. :)
Salute to those editors/players that DO take physical form and become reality. Like SDI! Horray! (But a packer is still missing, right?)
Will be interesting to have a look at the player code for SDI2.0 later on (that includes HCLs changes and optimizations) as I found the player code/concept/structure for SDI1.8 a bit weird, to be honest. Somehow I find it to be "advanced" through adding features in a cumulative way, rather than just doing the basic stuff (writing to sid) but allow for complexity through flexibility, so to speak. Just a thought. Still I'd like to say a big Horray for it! Certainly one of the best! (Or the best, perhaps, depending on your purposes).
Not sure I get your point there Frantic.. It's an intersting subject, could you please elaborate? |
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Frantic
Registered: Mar 2003 Posts: 1648 |
@Laxity: Well, to put it somewhat short. What you basically want to do with a player is to be able to set all sid registers, once for each frame (in the standard case), in a quite free and flexible way. You do not necessarily need concepts such as "instruments" and "effects" applied above this. I would argue that they have an inherent "stiffness" (non flexibility). Of course you want _some_ way to organize the sid settings so it does not only become like an uninterpretable blur of data just fed right into the sid. That wouldn't be so nice to work with for musicians. BUT, that doesn't mean that "instruments" and "effects" is a necessary way to organize it. Or rather having a predefined set of parameters included in "instruments" and a predefined set of "effects", each with separate code in the player. For example a "vibrato routine" AND a "slide routine" and soon. (Not even necessarily for the sake of optimizing the player, unless we're talking about the absolutely most stripped down ones, like john player.) These concepts have tended to be taken for granted for a very long time in c64 players/editor, in my opinion. It need not be so. |
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cadaver
Registered: Feb 2002 Posts: 1160 |
It sounds like you might want some kind of macro-based player. In effect, each channel would have the current note (just to make it somewhat sane), and a pointer to a macroprogram, which could in turn control all sid registers directly, or set pointers to wave-, pulse-, frequency- & filterprograms, delay for x frames, jump into another place in the macroprogram etc.
For maximum flexibility, the macroprograms would not necessarily need to be tied into the channel they're executing on all the time, though for most sane purposes you'd want them to be tied :)
An usual "instrument" would thus consist of a following macroprogram:
- Do hardrestart (whatever way you want it), delay
- Set ADSR
- Set wavepointer
- Set freq/arppointer
- Set pulsepointer (if needed)
- Set filterpointer (if needed)
- End
but no-one would dictate that you'd have to use the macros that way :) And for performance reasons, macros could be converted to machine code embedded in the music data to not require a kind of virtual machine.
Btw. you might also want to look at Stephen Judd's controversial C64 music editors (Blahtune/Tunesmith). Ninjatracker is also a sort of minimalized and simplified macro-based player, there the macro-, wave- and frequencyprogram are the same, and there are some quite heavy limitations. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
@cadaver: Yes, in fact, that is what I was talking about. Haven't checked Ninjatracker until now really, but I see now that you have some parts of this concept implemented in there, in the wavetable, yep. (Thumbs up for supplying the player source btw! Checking it out right now.) |
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